Fire Giant (3.5e Monster)
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|Hit Dice:||14d10+126+14 (230 hp)|
|Armor Class:||25(+3 dodge, +7 half-plate armor, -1 size, +6 natural), touch 12, flat-footed 22|
|Attack:||+3 Greatsword +26 (3d6+5d6+5[fire]+18) or Slam +23 (2d6+5d6+5[fire]+10) or Thrown Object +20 (2d6+5d6+5[fire]+10, range incr: 150ft|
|Full Attack:||+3 Greatsword +26/+21/+21 (3d6+5d6+5[fire]+18) and Slam +23/+18/+18 (2d6+5d6+5[fire]+10) or Thrown Object +20/+15/+15 (2d6+5d6+5[fire]+10, range incr: 150ft.)|
|Special Attacks:||Meteor Throw, Inferno, Incinerate, Spell-Like Abilities|
|Special Qualities:||Immune to Fire, Vulnerable to Cold, Monkey Grip|
|Saves:||Fort +18, Ref +7, Will +9|
|Abilities:||Str 30, Dex 16, Con 28, Int 14, Wis 20, Cha 22|
|Skills:||Spot +22 Listen +22 Climb +27 Intimidate +23 Craft (Blacksmith) +19 Jump +27|
|Feats:||Toughness, Blood of Stone, Diehard, Brutal Thrower, Power Attack, PyrokinisisB|
|Environment:||Any Warm, Elemental Plane of Fire, Muspelheim|
|Organization:||Solitary, Pair, Party (3-6+1-2 Juvenile Red Dragon) or Tribe 30-80+5-10 Juvenile Red Dragons)|
|Alignment:||Usually Lawful Evil|
|Advancement:||By class level. (Favored Classes: Fighter or Fire Mage)|
I bet you'd look lovely on fire!
Fire giants are brutal, ruthless, and militaristic.
They are tall, but squat, resembling huge dwarves. An adult male is 18 feet tall, has a 12 foot chest, and weighs about 7,500 pounds. Fire giants have coal black skin, flaming red or bright orange hair, and prognathous jaws that reveal dirty ivory or yellow teeth. They can live to be 350 years old.
Warriors usually wear breastplates and round metal helmets. They carry their belongings in huge sacks. A typical fire giant’s sack contains 2-5 (1d4+1) throwing rocks, the giant’s wealth, a tinderbox, and 3-12 (3d4) common items.
Fire giants live in well organized military groups, occupying large castles or caverns. When encountered in their lair there will be 13-20 (1d8+12) giants, half of whom will be immature giants (one size smaller). Their lairs are always protected by vigilant watchmen, and sometimes by traps.
Particularly intelligent fire giant leaders will command groups three or four times normal size. One who commands 30 or more giants usually will call himself a king. "Kings" usually have better equipment.
All fire giants can speak the language of all giants and their own tongue.
Meteor Throw (Su): Any object the giant throws is filled with destructive energies. On impact it explodes, dealing the giants thrown object damage in a 5 foot radius. There is a reflex save (DC27) for half damage, although the initial targed doesn't get one. If the projectile misses, it still explodes, but the initial target also gets a save.
Inferno (Su): A Fire Giant deals 1d6 extra fire damage per 3 CR (round up) with any melee or thrown attack. This damage is also dealt to any creature it grapples or that strikes it with unarmed strikes or natural weapons.
Monkey Grip (Ex): The Jotun may wield a two-handed weapon in one hand, although they are still treated as using both hands for all beneficial effects. If they actually wield the weapon in two hands, they add twice their strength to damage.
Incinerate (Su): If the giant succeeds on a grapple check, it can burn it's victim to ashes, killing them. The victim takes 100 points of fire damage and must succeed on a fort save (DC26) or be burnt to ashes. Success halves the damage. For every ten points of fire resistance the victim has, they gain a +1 bonus to this save. Immunity to fire makes one immune to this ability.
Spell-Like Abilities: At will: Wall of Fire 1/day: Incendiary Cloud